The detail about the classes will be in this thread. I'll post at least a couple each evening until they are all up. They are listed in the order of Prime attribute. The first two have STR as Prime attributes:
Fighter
Prime Attribute: STR
Alignment: Any
Hit Dice: d10
Weapons: Any
Armor: Any
Abilities:
A Fighter's to-hit bonus is as follows:
Level / Bonus
1 / +1
2 / +2
3 / +3
4 / +4
5 / +5
6 / +6
7 / +7
8 / +8
9 / +9
10 / +10
A Fighter's Experience (XP) / Level Progression is as follows:
Level / XP Required
1 / 0
2 / 2001
3 / 4001
4 / 8501
5 / 17001
6 / 34001
7 / 68001
8 / 136001
9 / 272001
10 / 500001
* *
Ranger
Prime Attribute: STR
Hit Dice: d10
Alignment: Any
Weapons: Any
Armor: Breastplates, chainmail hauberk & shirt, cuir bouille, Greek ensemble, leather, chain coif, leather coat, padded, ring mail, scale mail, studded leather
Abilites:
A Ranger's to-hit bonus is as follows:
Level / Bonus
1 / +0
2 / +1
3 / +2
4 / +3
5 / +4
6 / +5
7 / +6
8 / +7
9 / +8
10 / +9
A Ranger's Experience (XP) / Level Progression is as follows:
Level / XP Required
1 / 0
2 / 2251
3 / 4501
4 / 9001
5 / 18001
6 / 40001
7 / 75001
8 / 150001
9 / 250001
10 / 500001
Fighter
Prime Attribute: STR
Alignment: Any
Hit Dice: d10
Weapons: Any
Armor: Any
Abilities:
- 1st Level - Weapon Specialization. The Fighter can choose one weapon with which to specialize. The Fighter receives a +1 bonus to hit and +1 bonus to damage with that weapon. At 7th level the bonuses increase to +2/+2.
- 4th Level - Combat Dominance. The Fighter receives an extra attack against any opponent of lower level than the Fighter. At 8th level the Fighter gains a second extra attack subject to the same criteria.
- 10th Level - Extra Attack. The Fighter receives an extra attack against any opponent of any level.
A Fighter's to-hit bonus is as follows:
Level / Bonus
1 / +1
2 / +2
3 / +3
4 / +4
5 / +5
6 / +6
7 / +7
8 / +8
9 / +9
10 / +10
A Fighter's Experience (XP) / Level Progression is as follows:
Level / XP Required
1 / 0
2 / 2001
3 / 4001
4 / 8501
5 / 17001
6 / 34001
7 / 68001
8 / 136001
9 / 272001
10 / 500001
* *
Ranger
Prime Attribute: STR
Hit Dice: d10
Alignment: Any
Weapons: Any
Armor: Breastplates, chainmail hauberk & shirt, cuir bouille, Greek ensemble, leather, chain coif, leather coat, padded, ring mail, scale mail, studded leather
Abilites:
- Combat Marauder. When fighting humanoids or giants, the Ranger inflicts extra damage in the amount of +1 at 1st level, and 1 additional point for each level gained beyond 1st. The Ranger must be wearing class-allowed armor (above) or no armor to use this ability.
- Conceal (DEX). With a successful DEX check, the Ranger can conceal himself in a wilderness area so as to be unnoticeable to passers-by. This cannot be used while the Ranger is being observed. The Ranger must be wearing class-allowed armor or no armor to use this ability.
- Delay/Neutralize Poison (WIS). On a successful check, the Ranger can identify dangerous toxins and their symptoms, as well as natural remedies to neutralize or nullify their effect. The Ranger must be in a wilderness area. If they are not in an area they are familiar with, they may receive a penalty on the check.
- Move Silently (DEX). On a successful DEX check, the Ranger can move silently in a wilderness area. At 5th level, the Ranger can use this skill and conceal at the same time, but must make both checks successfully. The Ranger must be wearing class-allowed armor or no armor to use this ability.
- Scale (DEX). The Ranger can climb and scale typical natural slopes and inclines, such as steep, rocky hillsides, without a check. With a successful check the Ranger can scale a dangerous natural slope or inverted incline that most would find impossible to climb. Nothing can be in the Ranger's hands while climbing and the Ranger must be wearing class-allowed armor or no armor to use this ability.
- Traps (WIS). The Ranger is able to detect and build simple traps in a wilderness environment. These include pit traps, snares, and similar traps. They ability does not include complex mechanical traps of the sort found on chests or doorways.
- Survival (WIS). In a wilderness environment, the Ranger can find shelter, food, and water, start a fire, and determine direction.
- Track (WIS). On a successful check, the Ranger can successfully track a creature in a wilderness environment if the creature leaves a discernable trace. The Ranger can also determine characteristics about the creature being tracked.
- Favored Enemy. At 6th level the Ranger chooses a type of creature as a favored enemy. This choice must be consistent with enemies the Ranger has encountered during his adventures. The Ranger's expert knowledge of the favored enemy confers a +2 to hit the enemy, a +2 to the Ranger's Armor Class against the enemy, and a +2 to track the enemy creature.
A Ranger's to-hit bonus is as follows:
Level / Bonus
1 / +0
2 / +1
3 / +2
4 / +3
5 / +4
6 / +5
7 / +6
8 / +7
9 / +8
10 / +9
A Ranger's Experience (XP) / Level Progression is as follows:
Level / XP Required
1 / 0
2 / 2251
3 / 4501
4 / 9001
5 / 18001
6 / 40001
7 / 75001
8 / 150001
9 / 250001
10 / 500001
Valar Lord
Scribal Lord
Mythic Scribe